/Engine/Source/Editor/UnrealEd/Classes/Animation/DebugSkelMeshComponent.h
class UDebugSkelMeshComponent : public [USkeletalMeshComponent](API\Runtime\Engine\Components\USkeletalMeshComponent)
TArray< FTransf...
AdditiveBasePoses
Storage of Additive Base Pose for when bDisplayAdditiveBasePose == true, as they have to be calculated
TArray<FAnimNo...
AnimNotifyErrors
TArray< FTransf...
BakedAnimationPoses
Storage of Baked Animation Pose for when bDisplayBakedAnimation == true, as they have to be calculated
bool
bClothCullBackface
bool
bClothFlipNormal
uint32: 1
bDisplayAdditiveBasePose
Display additive base bone transform
uint32: 1
bDisplayBakedAnimation
Display baked animation pose
bool
bDisplayBound
Display Bound
uint32: 1
bDisplayNonRetargetedPose
Display non retargeted animation pose
uint32: 1
bDisplayRawAnimation
Display raw animation bone transform
uint32: 1
bDisplaySourceAnimation
Display source animation pose
bool
bDisplayVertexColors
uint32:  1
bDrawAttributes
Attribute visualization
uint32: 1
bDrawBinormals
Vertex binormal viewing
uint32: 1
bDrawBoneInfluences
Bone influences viewing
uint32: 1
bDrawMesh
If true then the skeletal mesh associated with the component is drawn.
uint32:  1
bDrawMorphTargetVerts
Morphtarget viewing
uint32: 1
bDrawNormals
Vertex normal viewing
uint32: 1
bDrawSockets
Socket hit points viewing
uint32: 1
bDrawTangents
Vertex tangent viewing
bool
bIsUsingInGameBounds
Does this component use in game bounds or does it use bounds calculated from bones
bool
bIsUsingPreSkinnedBounds
Does this component use pre-skinned bounds? This overrides other bounds settings
uint32: 1
bMeshSocketsVisible
Mesh sockets visible?
float
BoneRadiusMultiplier
Multiplier for the bone radius rendering
TArray< int32 >
BonesOfInterest
Array of bones to render bone weights for
bool
bPauseClothingSimulationWithAnim
bool
bPerformSingleClothingTick
Base skel mesh has support for suspending clothing, but single ticks are more of a debug feature when stepping through an animation So we control that using this flag
uint32:  1
bRequiredBonesUpToDateDuringTick
uint32: 1
bShowBoneNames
If true then the bone names associated with the skeletal mesh are displayed
uint32:  1
bShowClothData
uint32: 1
bSkeletonSocketsVisible
Skeleton sockets visible?
bool
bTrackAttachedInstanceLOD
Should the LOD of the debug mesh component track the LOD of the instance being debugged
FBoxSphereBound...
CachedClothBounds
Bounds computed from cloth.
float
ClothMeshOpacity
float
ConsumeRootMotionPreviousPlaybackTime
Playback time last time ConsumeRootmotion was called
float
MaxClothPropertyView
float
MinClothPropertyView
TArray<TObject...
MorphTargetOfInterests
Array of morphtargets to render verts for
TArray< FTransf...
NonRetargetedSpaceBases
Storage for non retargeted pose.
TObjectPtr< cla...
PreviewInstance
EProcessRootMot...
ProcessRootMotionMode
Process root motion mode
TObjectPtr< cla...
SavedAnimScriptInstance
FGuid
SelectedClothingGuidForPainting
The currently selected asset guid if we're painting, used to build dynamic mesh to paint sim parameters
int32
SelectedClothingLodForPainting
The currently selected LOD for painting
int32
SelectedClothingLodMaskForPainting
The currently selected mask inside the above LOD to be painted
ESkeletonDrawMo...
SkeletonDrawMode
Global drawing mode for this skeleton. Depends on context of specific editor using the component.
TArray<TObject...
SkelMaterials
Array of materials to restore when not rendering blend weights
TArray< FVector...
SkinnedSelectedClothingNormals
TArray< FVector...
SkinnedSelectedClothingPositions
TArray< FTransf...
SourceAnimationPoses
Storage of Source Animation Pose for when bDisplaySourceAnimation == true, as they have to be calculated
EPersonaTurnTab...
TurnTableMode
Current turn table mode
float
TurnTableSpeedScaling
Current turn table speed scaling
TArray< FTransf...
UncompressedSpaceBases
Non Compressed SpaceBases for when bDisplayRawAnimation == true
FLinearColor
WireframeMeshOverlayColor